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REVISED 5E SPELLS

By Esper

Barkskin Drawmij’s Instant Summons


2nd-level transmutation 5th-level conjuration (ritual)
Casting Time:​ 1 action Casting Time:​ 1 minute
Range:​ Touch Range:​ Touch
Components:​ V, S, M (a handful of oak Components:​ V, S, M (a sapphire
bark) worth at least 500 gp)
Duration:​ 1 hour Duration:​ Until dispelled

You touch a willing creature. Until the You touch an object weighing 10
spell ends, the target's skin has a rough, pounds or less whose longest
bark-like appearance, granting it a +2 dimension is 6 feet or less. The spell
bonus to AC. This spell cannot cause leaves an invisible mark on its surface
the target’s AC to be higher than 18. and invisibly inscribes the name of the
item on the sapphire you use as the
Blade Ward material component. Each time you cast
Abjuration cantrip this spell, you must use a different
Casting Time:​ 1 action sapphire.
Range:​ Self At any time thereafter, you can
Components:​ V, S use your action to speak the item's
Duration:​ Concentration, up to 1 minute name and crush the sapphire. The item
instantly appears in your hand
You extend your hand and trace a sigil regardless of physical or planar
of warding in the air. The first time you distances, and the spell ends.
take bludgeoning, piercing, or slashing If another creature is holding or
damage during the spell’s duration, you carrying the item, crushing the sapphire
gain resistance against the damage. doesn't transport the item to you, but
Until the spell ends, you can use your instead you learn who the creature
reaction to gain resistance against one possessing the object is and roughly
instance of bludgeoning, piercing, or where that creature is located at that
slashing damage. moment.
Dispel magic​ or a similar effect
successfully applied to the sapphire
ends this spell's effect.
Find Traps Flame Blade
2nd-level divination 2nd-level evocation
Casting Time:​ 1 action Casting Time:​ 1 bonus action
Range:​ self Range:​ self
Components:​ V, S Components:​ V, S, M (leaf of sumac)
Duration:​ 10 minutes Duration:​ 10 minutes

When you cast this spell, you become You evoke a fiery blade in your free hand.
aware of how many traps are present The blade is similar in size and shape to a
within 120 feet of you, and the general scimitar, and it lasts for the duration. if you
let go of the blade, it disappears, but you
nature of the danger posed by the traps.
can evoke the blade again as a bonus
A trap, for the purpose of this spell,
action.
includes anything that would inflict a You can use your action to make a
sudden or unexpected effect you melee spell attack with the fiery blade. On a
consider harmful or undesirable, which hit, the target takes 3d6 fire damage.
was specifically intended as such by its The flaming blade sheds bright light
creator. Thus, the spell would sense an in a 10-foot radius and dim light for an
area affected by the ​alarm​ spell, a ​glyph additional 10 feet.
of warding,​ or a mechanical pit trap, but At Higher Levels.​ When you cast
it would not reveal a natural weakness this spell using a spell slot of 3rd level or
higher, the damage increases by 1d6 for
in the floor, an unstable ceiling, or a
every slot level above 2nd.
hidden sinkhole.
Find traps​ senses through wood
and softer materials, and it penetrates
up to 5 feet of stone, 1 foot of metal, and
1 inch of lead.
For the spell’s duration, you have
advantage on Intelligence (Investigation)
and Wisdom (Perception) checks to
locate traps.
toward the vine and grappled by it (the
Friends escape DC is your spellcasting DC).
Enchantment cantrip The vine has AC 15, 100 hit
Casting Time:​ 1 action points, immunity to poison and psychic
Range:​ Self damage, and resistance to all other
Components:​ S damage types except slashing, fire, and
Duration:​ Concentration, up to 1 minute necrotic.
Until the spell ends, you can
For the duration, you have advantage direct the vine to lash out at a creature
on all Charisma ability checks. Any as a bonus action on each of your turns.
creature that observes you can attempt If it lashes out while grappling a
a Wisdom (Insight) check against your creature, that creature is freed.
spell DC. On a success, a creature
becomes aware that you are using Mordenkainen’s Sword
magic to influence it. The consequences 7th-level evocation
of this are at the DM’s discretion, but Casting Time:​ 1 action
most creatures do not take kindly to Range:​ 60 feet
such magical trickery, and whatever Components:​ V, S, M (a miniature
benefit you might have gained from your platinum sword with a grip and pommel
successful Charisma checks is of copper and zinc, worth at least 250
reversed. gp)
Duration:​ 1 minute
Grasping Vine
4th-level conjuration You create a sword-shaped plane of
Casting Time:​ 1 bonus action force that hovers within range. It lasts
Range:​ 30 feet for the duration.
Components:​ V, S When the sword appears, you
Duration:​ Concentration, up to 1 minute make a melee spell attack against a
target of your choice within 5 feet of the
You conjure a vine that sprouts from the sword. On a hit, the target takes 4d10
ground in an unoccupied space of your force damage. Until the spell ends, you
choice that you can see within range. can use a bonus action on each of your
When you cast this spell, you can direct turns to move the sword up to 30 feet to
the vine to lash out at a creature within a spot you can see and repeat this
30 feet of it that you can see. That attack against the same target or a
creature must succeed on a Dexterity different one.
saving throw or be pulled 20 feet directly
You are still able to cast spells of
1st level or higher along with casting
true strike​ in the same turn.
Ray of Enfeeblement
2nd-level necromancy
Casting Time:​ 1 action
Weird
Range:​ 60 feet 9th-level illusion
Components:​ V, S Casting Time:​ 1 action
Duration:​ Concentration, up to 1 minute Range:​ 120 feet
Components:​ V, S
A black beam of enervating energy Duration:​ Concentration, up to 1 minute
springs from your finger toward a
creature within range. Make a ranged Drawing on the deepest fears of a group
spell attack against the target. On a hit, of creatures, you create illusory
the target deals only half damage with creatures in their minds, visible only to
weapon attacks that use Strength or them. Each creature in a 30-foot-radius
Dexterity until the spell ends. sphere centered on a point of your
At the end of each of the target's choice within range must make a
turns, it can make a Constitution saving Wisdom saving throw. On a failed save,
throw against the spell. On a success, a creature drops whatever it is holding
the spell ends. and becomes frightened for the
duration. While frightened by this spell,
a creature can only take the Dash or
True Strike
Dodge action on each of its turns.
1st-level divination
The illusion calls on the
Casting Time:​ 1 bonus action
creature's deepest fears, manifesting its
Range:​ 60 feet
worst nightmares as an implacable
Components:​ S
threat. At the end of each of the
Duration:​ Instantaneous
frightened creature's turns, it must
succeed on a Wisdom saving throw or
You extend your hand and point a finger
take 4d10 psychic damage. On a
at a target in range. Your magic grants
successful save, the spell ends for that
you a brief insight into the target's
creature.
defenses. Until the end of your turn, you
gain advantage on attack rolls against
the target, and the target gains no
benefit from half cover or three-quarters
cover against your attacks.
Witch Bolt sustained arc of lightning forms between
1st-level evocation you and it. On each of your turns for the
Casting Time:​ 1 action duration, you can use an action to
Range:​ 60 feet automatically deal 2d6 lightning damage
Components:​ V, S, M (a twig from a to one target with which you have an
tree that has been struck by lightning) arc. The arc ends for a target if it is ever
Duration:​ Concentration, up to 1 minute outside the spell's range or if it has total
cover from you.
When you cast this spell and as an At Higher Levels. ​When you
action each round for the duration, you cast this spell using a spell slot of 2nd
can make a ranged spell attack that level or higher, the initial damage and
targets one creature. On a hit, the target automatic damage increase by 1d6 for
takes 2d6 lightning damage, and a each slot level above 1st.

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